HUMANKIND™

Rewrite history by shaping a civilization as unique as you are. Combine 60 cultures from the Ancient Era to the Modern Age to lead your empire to victory. Build thriving cities, outsmart rivals in epic battles, spread your influence and leave your mark on HUMANKIND™.

HUMANKIND™ is a strategy, turn-based strategy and city builder game developed by AMPLITUDE Studios and published by SEGA.
Released on August 17th 2021 is available on Windows and MacOS in 12 languages: English, French, German, Spanish - Spain, Polish, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Korean, Italian and Turkish.

It has received 26,096 reviews of which 17,629 were positive and 8,467 were negative resulting in a rating of 6.7 out of 10. 😐

The game is currently priced at 12.49€ on Steam and has a 75% discount.


The Steam community has classified HUMANKIND™ into these genres:

Media & Screenshots

Get an in-depth look at HUMANKIND™ through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7, 64-bit
  • Processor: Intel i5 4th generation / AMD FX-8300
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 770 / AMD R9 290
  • DirectX: Version 11
  • Storage: 25 GB available space
MacOS
  • OS: Mac OS X 10.13 or higher
  • Processor: Intel Core i7 2.7Ghz
  • Memory: 8 GB RAM
  • Graphics: AMD Radeon460 4GB or Intel(R) Iris(TM) Plus Graphics
  • Storage: 25 GB available space
  • Additional Notes: Requires an Intel-based 64-bit processor

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
I have played 4x games since the first Civilization game and loved every single one of the games out of that series. Humankind is the first time I preferred a 4x game over that series. I'm not going to say it's the best game, but there are a lot of things I love about this game. 1) I like starting out as a band of former cavemen, exploring the world before finally setting down roots. 2) I like that the game rewards you for playing as broad as possible. You are not stuck in a single play-style. 3) I like that you pick different civilizations in the new ages, so you can either compensate for weaknesses (having problems with money? Pick an economic civ) or build on your strengths. 4) Stacked armies that expand out when combat starts. The best of both worlds! 5) Combat for cities feels satisfying, with sieges and and the ability to sally forth to break the siege. Also being able to recruit citizens for the defense of the city is pretty good. 6) You don't have to research every technology. There are other things I like about this game that I can't think about right now, but will answer questions.
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July 2024
It's the first Amplitude game I'm playing and I'm comparing it to Civ 6. GOOD: * It's overall much prettier. Both the world and UI. * Presents information quite well, at least better than Civ without mods. Still room for improvements though. * Starting as a nomadic tribe is a fun idea. * The territory system where you start with an Outpost that can be grown into a city or be attached to one is great. * Terrain elevation makes a big difference. * Osmosis events are a nice touch. NEUTRAL: * Trade, pollution and stability are interesting variations from Civ. BAD: * There's no quick-move option for units and it soon gets tedious to wait for all the animations. * The notification system is bad. It's spamming constantly with an animated notification icon. The important ones gets drowned out by banalities. There should be a filter system. * The combat system is an XCom-lite style of mechanic. It has received a lot of praise but I ultimately didn't like it. The novelty wears off quick and I end up auto-resolving most of the battles. Enemies also retreat all the time so you end up chasing and engaging them forever. * It feels buggy and unpolished: - The world map and battles can get stuck and act weirdly. You'll have to reload an auto-save from a previous turn to get around it. - Some typos and grammatical errors in text. - Several spoken sentences at the same time. To be fair, Civ6 also has this bug. - The camera can't zoom in to a focused unit with the mouse wheel properly unless the unit happened to be exactly at the center of the screen. - The game detected the wrong display mode and graphics settings and launched directly into a tutorial. After cancelling the tutorial and fixing the settings it forgot all about it and now I can't play the tutorial anymore. Overall though; It's good to see a proper challenger to the Civilization series and this game brings some interesting new ideas to the genre. There's some fun to be had here for a while but it ultimately falls a bit short in a comparison to Civ 6.
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July 2024
I mostly play other strategy games, have a total of a couple 1000 hours invested into varying civ games, paradox titles and many other strategy games so I figured I'd give my perspective on the game. So nearing close to 600ish hour including offline time at the time of writing this review I can say that the game is worth it (Kinda). The basic guideline is If you have another 4x game that you main you might want to get humankind at a discount (at the time of writing basegame is like 5$) and never regret it. If you are a veteran that got tired of your usual loop then something like 20-30 is a good value for your worth too and you're likely to spend around a dozen of playthrough which is around 50 hours in or so. Now onto the review itself: The Good [*] Combat - is by far the best aspect of the game. It blows any civ game out of the water easily and contends with all the fantasy strategy games in the highest leagues. Wouldn't say it beats HOI3-4's system but that's not its focus. Going back to any other game feels like a direct downgrade compared to the impact altitude and features can have. Only caveats would be the poor balance some units have (which mods try to fix) and the lategame never got fully developed due to the studio moving on. Water combat has a decent baseline but like many other titles around it just falls short to being a stat vs stat issue mainly won by the player that strikes first. [*] Economy - Again, one of the better implementations I've seen around. The fact that the resources (which are basically passive boons with extreme impact) travel around the map and can be targeted either during war or plain raiding is amazing. Securing the transportation of all the luxury or strategic goods going from your new world colonies to the capital actually has an impact. If you get raided on your critical sea node you can say goodbye to all the production and public opinion back in the capital which might threaten riots, collapse and inability to regenerate your strategic resource reliant units. Very simple and yet a very effective implementation of the system only falling short to Victoria series that entirely market themselves around economy [*] Victory conditions - Slightly controversial and definitely not everyone's cup of tea. But if you like building solid, well rounded and generally strong empires then you'll love its approach. Rather than have an arbitrary victory condition you are pivoted to just be the MVP of the game. Either someone that made the largest impact by fighting earning military points around instead of sitting back playing simcity or rewarded for rushing to gobble the new world as an expansionist reward. Anything you do will tie in with some other adjacent way of earning more rewards which will eventually lead you to having a well rounded empire that will win regardless whether someone 'ended the game' by hard focusing on a singular aspect. [*] Industry/Citybuilding - One of the prettier depictions to say the least. Most of it as to be expected, expanding your city to produce more things faster while balancing the expansion with happiness. The most interesting aspect of it however would be the strategical implementation of your decisions. Every tile you take will matter tactically in the case you get sieged. Making a city on a cliff will be a nightmare to take for the enemies moreso than any other game. Focusing your industry on a more open fertile land will make it more vulnerable and more profitable. Do you want to build around the cluster of luxuries to ensure their safety or make a stronghold that'd need a dozen turns to take. Small decisions, large impacts [*] Net connection - Honestly one of the more stable iterations I've seen. It was shit at release with constant reconnects, but lately the worst you might get a desync and it won't matter for a few 100 turns until someone can't move units which gets fixed by a reload and lasts another 100ish turns. Certainly beats the lobby simulators other competitors have The Average [*] Diplomacy - Kind of ok. It matters more than most games but doesn't do too much. It's at least more interactive than most implementations. You can actually get resources for being a 'good guy' and then leverage it later on in the game but they are mostly tied to securing your casus beli. You can't punish the wrongdoers properly with diplomacy only, other Amplitude games like Endless Legend or Space did a slightly better job of it. Still, you can always use it in the early game to formally declare that you're angry at the forward settle and they better give you the land or else (and else gets mechanically guaranteed to start in your favor) [*] Spying - Not great, not terrible. It has some good applications by being able to cause revolts, weaken entire armies, trace movements but it's all super basic. To get anything out of it you have to pivot super hard and the payout is maybe ok. It also gets somewhat tedious to micromanage spies as units on the ground the longer the game goes on. If optimally used you can devastate enemies but still, I just dip into it for fun every 10th game or so. Rather just build more industry instead [*] Religion/culture - They're just stat sticks. I assume there was a plan to rework and fix how it works down the line but I doubt it will ever come to fruition. As it is it is kind of ok, basically used to fuel your diplomacy and military aspirations. Very ignoreable part of the game that advertised to be 'an iteration of random civilizations with odd cultures'. The Bad [*] Ai - It's shit as every other game's. It may seem smart a few times but it needs economical buffs to stay afloat, has rudimentary flowchart for combat, generally predictable opinion modifiers. I wouldn't say it's particularly worse than any other I've encountered, just a generally bad 4x game Ai. [*] Bugs - Contrary to what you might have seen in the old reviews, a lot has been fixed by now. Game ending bugs happen maybe once in 50 games in my experience. Some minor annoying ones you can make workarounds for or just reload a turn. For the most part minor inconvenience. [*] Pollution mechanic - Turn it off. Turn it off and forget that it exists. Half baked placeholder since the beta. Likely was supposed to get reworked down the line like culture and religion to slow down growth in industrial era but as it stands it just makes the game painful to play.
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May 2024
Maybe its just my prefrence but i dont get the mixed reviews. I have 300+ hours combined on Xbox pass and steam and to me this game is AMAZING with how it handles Combat, Map's and pure size. Combat is large scale and combined with the scale of the maps i feel like im actually fighting over large swaths of land other then 2-3 hex's. Maps have ridges and up to 5~ level of high making for some intense cool mountain side battles. And with the Map size citys are tens of tiles and actualy feel large as well as i feel like im actualy controling a world sized empire. My only complaints are that late game tech needs to be expanded apon and there needs to be some scaling re-working. For a event in the contemperary era i should not be getting +20 science for a event when im making 50k+ a turn.
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March 2024
I am in the minority of players who play Turn Based 4X games in a very particular way: - I play on lower difficulties (nothing above what's considered 'normal'/default) - I absolutely hate combat of all sort and avoid it like the plague - I go as tall as possible on a limited number of cities - I like to smash the 'next turn' button and watch my color take over the map - I love seeing the map visibly change as I go through the ages - I live to min-max one specific resource and steamroll everything else with it - I despise late game micro-managing So basically I play 4Xs without the last X (exterminate). And I think overall, Humankind gives me most of that. How it handles War is how I honestly wish most games turn-based 4X titles handled war. It is extremely easy to defat an invader without taking a single city. I absolutely hate how winning defensive wars in Civ is pretty much impossible. Even if I had been playing as a peaceful power upto that point, I am forced to send over a invasion force to stop the AI from pillaging everything. Humankind lets me win wars by just turtling behind forts, and watching the enemy break themselves on my defenses till their war support hits 0. Heck, with the expansion, I don't even need to do that - I can just spend my Leverage to Wiki-Leaks my way to victory. If it's a bad enough loss, I can also just vasalize them, thereby removing them as a threat permanently without having to take over and micromanage their cities. I can go tall while still owning most of the map. Attaching territories to a single city feels so good. And it also GREATLY reduces the amount of micro-management I'd have to do late game compared to something like Civ. Civ VI in particular feels terrible for players who love going tall - so Humankind is only civ-like game out there right now that really caters to this playstyle. Not needing workers to build improvements is something I didn't really appreciate too much when playing Endless Legends. But man, does it feel good not having to order farmers around all over the place. (I miss the automated workers from Civ V so much RIP). All of this boils down to needing less and less micromanagement - and super-late game I am basically doing nothing but clicking 'next turn' and waiting for my win condition to pop (either projects or whatever I need to do for the final stars - I always disable timed victory which is super lame). And this is like the complete opposite of Civ VI where even I am playing peacefully late game I have sooooooooo many decisions to make. Every point I've made so far probably makes it sound like I like Humankind more than Civ VI - but I don't think that's accurate. I have far more hours in Civ VI and it's a game I find myself returning to a lot more than Humankind, I think mine (and a lot of other people's) biggest issue is unfortunately Humankind's biggest selling point - switching cultures every age-up. When I play any sort of game I like to role-play. In RPGs I want to feel like a Paladin when I am playing as a Paladin; when I am playing as Doom guy I want to feel like a Demon slaying monster. When I am playing strategy games, I want to be immersed into a specific faction's playstyle, aesthetics etc. I just don't get that feel from Humankind - I don't spend enough time with a specific culture to really feel a sense of attachment to it. They're good for a specific bonus and structure - but then the bonus evaporates when you age-up. I don't really feel like I am playing AS any historic cultural group - I feel like I am just picking numbers. I am overall happy with what Humankind is - and I more than got my money's worth out of it. But if I didn't play 4X games the way most other people play them, I'd probably be disappointed.
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Last Updates

Steam data 22 November 2024 19:04
SteamSpy data 18 December 2024 08:45
Steam price 23 December 2024 12:27
Steam reviews 22 December 2024 00:04
HUMANKIND™
6.7
17,629
8,467
Online players
1,067
Developer
AMPLITUDE Studios
Publisher
SEGA
Release 17 Aug 2021
Platforms